mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
65d5b64d29
Fixes #1315
363 lines
9.0 KiB
Go
363 lines
9.0 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"fmt"
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"math"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/internal/buffered"
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"github.com/hajimehoshi/ebiten/internal/clock"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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)
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type defaultGame struct {
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update func(screen *Image) error
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width int
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height int
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context *uiContext
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}
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func (d *defaultGame) Update(screen *Image) error {
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return d.update(screen)
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}
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func (d *defaultGame) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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// Ignore the outside size.
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d.context.m.Lock()
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w, h := d.width, d.height
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d.context.m.Unlock()
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return w, h
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}
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type uiContext struct {
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game Game
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offscreen *Image
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screen *Image
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updateCalled bool
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// scaleForWindow is the scale of a window. This doesn't represent the scale on fullscreen. This value works
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// only on desktops.
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//
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// scaleForWindow is for backward compatibility and is used to calculate the window size when SetScreenSize
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// is called.
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scaleForWindow float64
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outsideSizeUpdated bool
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outsideWidth float64
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outsideHeight float64
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err atomic.Value
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m sync.Mutex
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}
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var theUIContext = &uiContext{}
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func (c *uiContext) set(game Game, scaleForWindow float64) {
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c.m.Lock()
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defer c.m.Unlock()
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c.game = game
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if g, ok := game.(*defaultGame); ok {
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c.scaleForWindow = scaleForWindow
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g.context = c
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}
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}
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func (c *uiContext) setError(err error) {
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c.err.Store(err)
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}
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func (c *uiContext) setScaleForWindow(scale float64) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: setScaleForWindow can be called only after the main loop starts")
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}
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g, ok := c.game.(*defaultGame)
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if !ok {
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panic("ebiten: setScaleForWindow can be called only when Run is used")
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}
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if w := uiDriver().Window(); w != nil {
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ww, wh := g.width, g.height
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c.scaleForWindow = scale
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w.SetSize(int(float64(ww)*scale), int(float64(wh)*scale))
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}
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}
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func (c *uiContext) getScaleForWindow() float64 {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: getScaleForWindow can be called only after the main loop starts")
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}
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if _, ok := c.game.(*defaultGame); !ok {
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panic("ebiten: getScaleForWindow can be called only when Run is used")
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}
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s := c.scaleForWindow
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return s
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}
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// setScreenSize sets the (logical) screen size and adjusts the window size.
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//
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// setScreenSize is for backward compatibility. This is called from ebiten.SetScreenSize.
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func (c *uiContext) setScreenSize(width, height int) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.game == nil {
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panic("ebiten: SetScreenSize can be called only after the main loop starts")
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}
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g, ok := c.game.(*defaultGame)
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if !ok {
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panic("ebiten: SetScreenSize can be called only when Run is used")
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}
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g.width = width
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g.height = height
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if w := uiDriver().Window(); w != nil {
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s := c.scaleForWindow
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w.SetSize(int(float64(width)*s), int(float64(height)*s))
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}
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}
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func (c *uiContext) Layout(outsideWidth, outsideHeight float64) {
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c.outsideSizeUpdated = true
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c.outsideWidth = outsideWidth
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c.outsideHeight = outsideHeight
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}
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func (c *uiContext) updateOffscreen() {
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sw, sh := c.game.Layout(int(c.outsideWidth), int(c.outsideHeight))
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if sw <= 0 || sh <= 0 {
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panic("ebiten: Layout must return positive numbers")
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}
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if c.offscreen != nil && !c.outsideSizeUpdated {
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if w, h := c.offscreen.Size(); w == sw && h == sh {
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return
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}
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}
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c.outsideSizeUpdated = false
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if c.screen != nil {
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_ = c.screen.Dispose()
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c.screen = nil
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}
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if c.offscreen != nil {
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if w, h := c.offscreen.Size(); w != sw || h != sh {
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_ = c.offscreen.Dispose()
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c.offscreen = nil
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}
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}
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if c.offscreen == nil {
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c.offscreen = newImage(sw, sh, FilterDefault)
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c.offscreen.mipmap.SetVolatile(IsScreenClearedEveryFrame())
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}
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// The window size is automatically adjusted when Run is used.
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if _, ok := c.game.(*defaultGame); ok {
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c.setScreenSize(sw, sh)
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}
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// TODO: This is duplicated with mobile/ebitenmobileview/funcs.go. Refactor this.
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d := uiDriver().DeviceScaleFactor()
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c.screen = newScreenFramebufferImage(int(c.outsideWidth*d), int(c.outsideHeight*d))
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// Do not have to update scaleForWindow since this is used only for backward compatibility.
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// Then, if a window is resizable, scaleForWindow (= ebiten.ScreenScale) might not match with the actual
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// scale. This is fine since ebiten.ScreenScale will be deprecated.
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}
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func (c *uiContext) setScreenClearedEveryFrame(cleared bool) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.offscreen != nil {
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c.offscreen.mipmap.SetVolatile(cleared)
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}
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}
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func (c *uiContext) setWindowResizable(resizable bool) {
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c.m.Lock()
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defer c.m.Unlock()
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if resizable && c.game != nil {
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if _, ok := c.game.(*defaultGame); ok {
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panic("ebiten: a resizable window works with RunGame, not Run")
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}
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}
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if w := uiDriver().Window(); w != nil {
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w.SetResizable(resizable)
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}
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}
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func (c *uiContext) screenScale() float64 {
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if c.offscreen == nil {
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return 0
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}
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sw, sh := c.offscreen.Size()
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d := uiDriver().DeviceScaleFactor()
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scaleX := c.outsideWidth / float64(sw) * d
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scaleY := c.outsideHeight / float64(sh) * d
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return math.Min(scaleX, scaleY)
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}
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func (c *uiContext) offsets() (float64, float64) {
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if c.offscreen == nil {
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return 0, 0
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}
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sw, sh := c.offscreen.Size()
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d := uiDriver().DeviceScaleFactor()
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s := c.screenScale()
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width := float64(sw) * s
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height := float64(sh) * s
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return (c.outsideWidth*d - width) / 2, (c.outsideHeight*d - height) / 2
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}
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func (c *uiContext) Update() error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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if err, ok := c.err.Load().(error); ok && err != nil {
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return err
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}
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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if err := c.update(); err != nil {
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return err
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}
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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}
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func (c *uiContext) Draw() error {
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if err, ok := c.err.Load().(error); ok && err != nil {
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return err
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}
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if err := buffered.BeginFrame(); err != nil {
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return err
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}
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c.draw()
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if err := buffered.EndFrame(); err != nil {
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return err
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}
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return nil
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}
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func (c *uiContext) update() error {
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_, hasDraw := c.game.(interface{ Draw(*Image) })
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updateCount := clock.Update(MaxTPS())
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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updateCount = 1
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c.updateCalled = true
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}
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for i := 0; i < updateCount; i++ {
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c.updateOffscreen()
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// When the game's Draw exists, rendering should be always skipped.
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//
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// When the game's Draw does not exist, the last Update call should process drawing.
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// This assumes that (*uiContext).Update and (*uiContext).Draw are called successively.
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//
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// TODO: Make (Game).Draw mandatory and remove this assumption when we can update the major version.
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// Move the clock usage to the UI driver side.
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setDrawingSkipped(hasDraw || i < updateCount-1)
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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return err
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}
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// Multiple successive Clear call should be integrated into one graphics command, then
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// calling Clear on every Update should not affect the performance.
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if IsScreenClearedEveryFrame() {
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c.offscreen.Clear()
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}
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if err := c.game.Update(c.offscreen); err != nil {
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return err
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}
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uiDriver().ResetForFrame()
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}
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return nil
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}
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func (c *uiContext) draw() {
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// c.screen might be nil when updateCount is 0 in the initial state (#1039).
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if c.screen == nil {
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return
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}
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if game, ok := c.game.(interface{ Draw(*Image) }); ok {
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if IsScreenClearedEveryFrame() {
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c.offscreen.Clear()
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}
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game.Draw(c.offscreen)
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}
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.Clear()
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op := &DrawImageOptions{}
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s := c.screenScale()
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switch vd := uiDriver().Graphics().FramebufferYDirection(); vd {
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case driver.Upward:
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op.GeoM.Scale(s, -s)
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_, h := c.offscreen.Size()
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op.GeoM.Translate(0, float64(h)*s)
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case driver.Downward:
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op.GeoM.Scale(s, s)
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default:
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panic(fmt.Sprintf("ebiten: invalid v-direction: %d", vd))
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}
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op.GeoM.Translate(c.offsets())
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op.CompositeMode = CompositeModeCopy
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// filterScreen works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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if s >= 1 {
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op.Filter = filterScreen
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} else {
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op.Filter = FilterLinear
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}
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_ = c.screen.DrawImage(c.offscreen, op)
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}
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func (c *uiContext) AdjustPosition(x, y float64) (float64, float64) {
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d := uiDriver().DeviceScaleFactor()
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ox, oy := c.offsets()
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s := c.screenScale()
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return (x*d - ox) / s, (y*d - oy) / s
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}
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